When comparing Godot vs Div GO, the Slant community recommends Godot for most people. In the question“What are the best 3D game engines?”Godot is ranked 1st while Div GO is ranked 53rd. The most important reason people chose Godot is:

Pro

Built-in physics

Pro

Under constant development

This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth.

Pro

Lightweight

The executable is portable and less than 40 MB in size.

Pro

Free and open source

Pro

Editor and runtime are fully cross-platform

You can run Godot on all 3 major operating systems (Windows/Mac/Linux) and build your game to all available platforms from each without any platform-specific work needed. All platforms including Linux are supported first class.

Pro

Fun to use

An important aspect that can't be grasped without using the engine for a few days. The Interface is evolving nicely and making games is just fun.

Pro

The list of supported languages is growing

Officially, Godot supported languages for now will be GDScript, C#(Mono), VisualScript and C++.

Pro

User friendly UI for all your team

Non-programmers (musicians, artists, etc) can join the development easily.

Pro

Instancing and node concept makes sense

The node and the instancing concept work very well and helps developers to structure content efficiently.

Pro

Drag & drop interface

Many parts of the editor allow you to drag & drop, which makes working with assets and scene trees a joy.

Pro

Easy to learn scripting language

Godot has their own scripting language called GDScript. The scripting language is easy to learn with Python-like syntax, but it is not Python. It's very powerful, easy to learn, and it's free of unnecessary things because it was custom built for optimized integration with the Godot Engine.

It can be used to add custom behaviors to any object by extending it with scripting, using the built-in editor with syntax highlighting and code completion.

A built-in debugger with breakpoints and stepping can be used and graphs for possible bottlenecks can be checked.

Pro

Internationalization of the editor

Pro

Really good community

The community is great and really cares about the engine. It is easy to get help and to be part of Godot's future.

Pro

Friendly towards Version Control Systems

The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git.

Pro

Creating editor tools is a breeze

Godot Engine is itself a Godot game. By adding the "tool" keyword to the top of a script, you can design extensions for the editor itself INSIDE the editor. Integrating these editor scripts into a bundled plugin for sharing is extremely easy to do.

Pro

Built-in documentation linked to the internal ScriptEditor

The editor has a fully searchable index of class API documentation for everything the engine offers (NOT just a web interface). You can easily open the documentation for any class by Ctrl-clicking the class's name in the in-engine text editor for scripts.

Pro

Simple and readable codebase

The engine's source code is easy to read and understand with a self-documenting approach to code design. You don't have to wait months or years for other people to fix an engine bug that is important to your game. Often times, you can spend an hour or two of your own time to fix whatever problems you encounter yourself.

Pro

Easily expanded scripting system

With 3.0's addition of NativeScript and PluginScript via GDNative, developers can easily define bindings for new scripting languages. In addition to the primarily supported C++, GDScript, VisualScript, and C# languages, the community has contributed D, Nim, and Python as well with more on the way.

Pro

Scene Based editing

Godot gives you the ability to create scenes to make your life easier, with reusable objects and things you want to incorporate in your games. This makes the game making processvery streamlined and organized.

Pro

Uses HTML5

Uses HTML5 + Canvas + Javascript + PHP.

Pro

Uses the MIT License

Pro

In the cloud or on your desktop

You can run it on their website or download it and use it.

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Cons

Con

C++ Engine API not very friendly

The base C++ code from Godot is not documented, it's hard to set it up, to compile and hard to extend, it could use better programming standards.

Con

Tileset management could be more efficient

The tileset creation and management is lacking common features found in more developed tileset managers. However, it features support for Tiled - the only downside being that it is an external program.

Con

No built-in way to import atlases

Godot does not have an easy and automatic way to import atlases created by other tools. However, there are plugins that can be used to import atlases from other engines.

Con

Very bad documentation

The documentation is poorly written, and has very few examples of real application and even fewer design guidelines about how to program a game in the engine.

Con

2DPhysics is weak compared to Box2d

Box2d has much more features.

Con

Strange terminology at its base

Scenes can be made up of other scenes. That makes some sense. But even the smallest object (or prefab or asset) in a scene -- such as that spoon on the table or the marble on the floor -- is still called a scene... except when it's called a node. This is a bit odd for those coming from other engines. With all the great decisions behind the basic design of this engine, the choice of this term from all the potential other terms out there seems really out of place and only serves as a constant reminder that not everything about Godot is great.

Con

No console targets

Given that you can target both desktops and consoles with the same code base in other engines, the lack of support for consoles in Godot is pretty hard to get past if targeting desktops for a game. But asking for an open-source engine to target consoles is probably too much to ask. But it would be interesting to see some legacy consoles targeted even if current ones cannot be.

Con

NoAdmob or other AdNetwork support

Godot has no native support for implementing advertisements into your game.

Con

Difficult to optimize

Godot has an OOP architecture. Everything is an object internally and data is spread among many classes, thus it's difficult to optimize (i.e. not cache friendly, difficuly to vectorize or paralellize, etc).Read about "Data Oriented Design" for more info about the problems and solutions.

Con

OSX app is a mess

Instead of one contained folder/file with an icon per normal it is a mess of files which is not at all suitable or distributable without further work after every compilation.

Con

Hard for a Unity user

Coming from a Unity background, Godot engine is hard.

Con

Online only

It needs Internet connection to work.

Con

Not much is in English

Seems to be in Spanish. Great for those fluent in Spanish, but bad for those who don't speak it otherwise.

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